i did not undestand how works sprite 2D movement

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skinkairewalker
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i did not undestand how works sprite 2D movement

Post by skinkairewalker »

hi , i am a newbie in PureBasic xD , and i would like of understands how works the movement 2D !!
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BasicallyPure
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Re: i did not undestand how works sprite 2D movement

Post by BasicallyPure »

Here is a small example.

Esc = quit

Code: Select all

EnableExplicit

ExamineDesktops()

Define.i w = DesktopWidth(0)
Define.i h = DesktopHeight(0)
Define.i x, y, inc = 5

If InitKeyboard() And InitSprite() And OpenScreen(w, h, 32, "")
   
   CreateSprite(1, 100, 100, #PB_Sprite_AlphaBlending )
   
   StartDrawing(SpriteOutput(1))
      Circle(49, 49, 49, $FF8080)
   StopDrawing()
   
   y = h/2 - 50
   
   Repeat
      FlipBuffers()
      ClearScreen(0)
      
      DisplayTransparentSprite(1, x, y)
      
      x + inc
      
      If x < 0 Or x > w-100
         inc = -inc
         x + inc
      EndIf      
      
      ExamineKeyboard()
   Until KeyboardReleased(#PB_Key_Escape)
   
EndIf
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BasicallyPure
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Re: i did not undestand how works sprite 2D movement

Post by BasicallyPure »

Something a little more interesting :mrgreen:

dancing eggs

Code: Select all

EnableExplicit

ExamineDesktops()

Define.i w = DesktopWidth(0)
Define.i h = DesktopHeight(0)
Define.i x1, x2, x3, x4, y1, y2, y3, y4
Define.i Yinc, Xinc, Xmax = w - 100, Ymax = h - 100

If InitKeyboard() And InitSprite() And OpenScreen(w, h, 32, "")
   
   CreateSprite(1, 100, 100)
   CreateSprite(2, 100, 100)
   
   StartDrawing(SpriteOutput(1))
      Circle(49,49,49, $DFE7F6)
      Circle(49, 49, 24, $1548F3)
   StopDrawing()
   
   StartDrawing(SpriteOutput(2))
      Circle(49,49,49, $1548F3)
      Circle(49, 49, 24, $DFE7F6)
   StopDrawing()
   
   x1 = w/2 - 50 : x2 = x1 : x3 = x1 : x4 = x1
   y1 = h/2 - 50 : y2 = y1 : y3 = y1 : y4 = y1
   
   Macro ShowSprites(x, y)
      DisplayTransparentSprite(2, x, y)
      DisplayTransparentSprite(1, x>>1, y>>1)
      DisplayTransparentSprite(1, x>>1, Ymax - y>>1)
      DisplayTransparentSprite(1, Xmax - x>>1, y>>1)
      DisplayTransparentSprite(1, Xmax - x>>1, Ymax-y>>1)
   EndMacro
   
   Repeat
      FlipBuffers()
      ClearScreen($753F0C)
      
      ShowSprites(x1,y1) : ShowSprites(x2,y2) : ShowSprites(x3,y3) : ShowSprites(x4,y4)
      
      x1 + Xinc : y1 + Yinc
      x2 - Xinc : y2 - Yinc
      x3 + Xinc : Y3 - Yinc
      x4 - Xinc : y4 + yinc
      
      If x1 < 0 Or x1 > Xmax
         Xinc = -Xinc
         x1 + Xinc : x2 - Xinc : x3 + Xinc : x4 - Xinc
      EndIf
      
      If y1 < 0 Or y1 > Ymax
         Yinc = - Yinc
         y1 + Yinc : y2 - Yinc : y3 - Yinc : y4 + Yinc
      EndIf
      
      Xinc + Random(2) - 1
      If Abs(Xinc) > 10 : Xinc >> 1 : EndIf
      
      Yinc + Random(2) - 1
      If Abs(Yinc) > 10 : Yinc >> 1 : EndIf
      
      ExamineKeyboard()
   Until KeyboardReleased(#PB_Key_Escape)
   
EndIf
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skinkairewalker
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Re: i did not undestand how works sprite 2D movement

Post by skinkairewalker »

but to movement sprite 2D , how is th command ?

example > movesprite(spriteID,spriteX,spriteY) <<< have some like this ? i dont understand how i movement sprite with screenposition xD



thanks by repply :D
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Re: i did not undestand how works sprite 2D movement

Post by TI-994A »

skinkairewalker wrote:example > movesprite(spriteID,spriteX,spriteY) <<< have some like this ?
You'd have to update the x, y coordinates and then draw the sprite with either the DisplaySprite() or the DisplayTransparentSprite() functions:

Code: Select all

instruction$ = "USE ARROW KEYS TO MOVE SPRITE" + 
               #CR$ + #CR$ + "PRESS ESCAPE TO QUIT"

If OpenWindow(0, 0, 0, 800, 600, "Sprite Movement", #PB_Window_ScreenCentered)
  TextGadget(0, 0, 20, 800, 60, instruction$, #PB_Text_Center)
  
  If InitKeyboard() And InitSprite() And 
     OpenWindowedScreen(WindowID(0), 30, 80, 740, 490, 0, 0, 0)
    
    spriteX = 100 : spriteY = 100 : spriteMovement = 20
    spriteID = LoadSprite(#PB_Any, #PB_Compiler_Home + 
                                 "examples/sources/data/Geebee2.bmp")
    
    Repeat
      
     ;----------------------------------------------------
      event = WindowEvent()   ;missing WindowEvent() call
     ;----------------------------------------------------
      
      FlipBuffers()
      ExamineKeyboard()
      ClearScreen(RGB(255, 255, 255))
      
      If KeyboardReleased(#PB_Key_Right)
        spriteX + spriteMovement
      ElseIf KeyboardReleased(#PB_Key_Left)
        spriteX - spriteMovement
      ElseIf KeyboardReleased(#PB_Key_Up)
        spriteY - spriteMovement
      ElseIf KeyboardReleased(#PB_Key_Down)
        spriteY + spriteMovement
      EndIf
      
      TransparentSpriteColor(spriteID, RGB(255, 0, 255))
      DisplayTransparentSprite(spriteID, spriteX, spriteY)
      
    Until KeyboardReleased(#PB_Key_Escape)
  EndIf
EndIf
Hope it helps. :wink:

EDIT: code amended to include the WindowEvent() function
Last edited by TI-994A on Mon Feb 15, 2016 4:12 am, edited 1 time in total.
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Re: i did not undestand how works sprite 2D movement

Post by Demivec »

skinkairewalker wrote:but to movement sprite 2D , how is th command ?

example > movesprite(spriteID,spriteX,spriteY) <<< have some like this ? i dont understand how i movement sprite with screenposition xD
@skinkairewalker: Sprites don't have a position assigned to them. You simply specify where you want them drawn each time you display them.

You can draw the same sprite in multiple places on a single screen rendering by simply using multiple DisplaySprite() or DisplayTransparentSprite() commands, each specifying different coordinates for the same sprite image.

You track the sprite's position using your own variables. You can implement a command like 'movesprite(spriteID, spriteX, spriteY)' by updating the variables that you have stored the sprite's position in and have your display routine reference them when rendering the sprites.
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skinkairewalker
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Re: i did not undestand how works sprite 2D movement

Post by skinkairewalker »

thanks BasicallyPure,TI-994A and Demivec by repplyes xD

now i understand how move sprite :D
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Re: i did not undestand how works sprite 2D movement

Post by skinkairewalker »

when i debug my application by dome reason , App stop working

follow the screenshot> http://prntscr.com/a38rs8
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Re: i did not undestand how works sprite 2D movement

Post by Lunasole »

skinkairewalker wrote:but to movement sprite 2D , how is th command ?

example > movesprite(spriteID,spriteX,spriteY) <<< have some like this ? i dont understand how i movement sprite with screenposition xD



thanks by repply :D
The sprite is not storing its coordinates. But you can use your own code to handle sprites (anyway it is required if you writing game or something more complex than just code example):

Code: Select all


Structure SINGLE_SPRITE
	ID.i	; Purebasic sprite ID
	X.l
	Y.l		
EndStructure


Procedure MoveSprite (*SPRITE.SINGLE_SPRITE, X, Y)
	*SPRITE\X = X
	*SPRITE\X = Y
EndProcedure

; after you wrapped your sprite ID to SINGLE_SPRITE structure this should be used instead of calling DisplaySprite directly
Procedure RenderSprite (*SPRITE.SINGLE_SPRITE)
	With *SPRITE
		DisplaySprite(\ID, \X, \Y)
	EndWith
EndProcedure

;;;;;;;;;;;;;;;;;;;;;;;;
Define TEST.SINGLE_SPRITE ; that's some sprite
	TEST\ID = ; assign to it your #sprite ID, obtained when creating sprite
	

MoveSprite(TEST, 50, 100) ; now you can move sprite that stylish way ^^
RenderSprite(TEST)
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Re: i did not undestand how works sprite 2D movement

Post by Danilo »

skinkairewalker wrote:when i debug my application by dome reason , App stop working

follow the screenshot> http://prntscr.com/a38rs8
When using OpenWindowedScreen(), you need to add event handling using WindowEvent() in your main loop.

Code: Select all

While WindowEvent():Wend
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Re: i did not undestand how works sprite 2D movement

Post by walbus »

A complete Breakout, tricky and very little

Code: Select all

 EnableExplicit
Define copyright$="www.nachtoptik.de",version$="1.1j" ; Break out - (c) Werner Albus - www.nachtoptik.de
Define beep_0,beep_1,beep_2,stepp_0,max_levels,ball_x,ball_y,ball_y_1,max_balls,max_balls_1
Define clinker,clinker_1,racket_width,racket_height,racket_pos,racket_moving,win_x,win_y,animation_speed
Define mouse_x,wait_for_speed_up,swapping,moving_a,moving_b,count,i,ii,iii,speed_up,stepp_old
Global timer_event_1,stepp,stepp_1,go_x,go_y

#sound=0 ; If you want sound - load your own 3 "Beep" Sound Files and set #sound=1
CompilerIf #sound
  #sound_0="beep_0.wav" ; Set here then the Path´s to the Soundfiles
  #sound_1="beep_1.wav"
  #sound_2="beep_2.wav"
  DataSection
    beep_0: :IncludeBinary #sound_0
    beep_1: :IncludeBinary #sound_1
    beep_2: :IncludeBinary #sound_2
  EndDataSection
  InitSound() : CatchSound(0,?beep_0) : CatchSound(1,?beep_1) : CatchSound(2,?beep_2)
  If IsSound(0)=0 Or IsSound(1)=0 Or IsSound(2)=0
    MessageRequester("Error","Can not init Sound",0) 
    End
  EndIf
  Macro play_sound(sound)
    PlaySound(sound)
  EndMacro
CompilerElse
  Macro play_sound(sound)
  EndMacro
CompilerEndIf

; ------------------------------- User editable Parameter´s -------------------------------
stepp_0=6       ; Speed - Start Value, from 3 up to max Levels (12) - Speed automatically add at times stepp_0 /3
max_levels=12   ; Maximal Level´s - Ball Speed add automaticaly from Level to Level
max_balls=5     ; Amount Ball´s in each Level
racket_width=70 ; Racket width
win_y=730       ; Window Y - resizable
; -----------------------------------------------------------------------------------------

animation_speed=10 ; I think, good so for the moostly Computer´s - Handbrake for very quickly Computer´s
win_x=1200         ; Window width - fix
ball_x=0           ; Startpoint Ball X
ball_y_1=220       ; Startpoint Ball Y
stepp_1=stepp_0
ball_y=ball_y_1
clinker=179
max_balls_1=max_balls*15
Dim clinker (clinker,1)

Enumeration 500
  #rotor_1 : #rotor_2 : #rotor_3
  #millstone_left : #millstone_right
  #speedpoint_left : #speedpoint_right
  #racket_0 : #racket_1 : #black_racket
  #ball
EndEnumeration

If InitMouse()=0
  MessageRequester("Error","Can´t init Mouse",0)
  End
EndIf

If Not LoadFont(0, "Arial", 24,#PB_Font_Bold)
  MessageRequester("Error","Can´t load Font Arial",0)
  End
EndIf

Procedure coloring_clinker(clinker,clinker_color)
  StartDrawing(SpriteOutput(clinker))
  FrontColor(clinker_color)
  DrawingMode(#PB_2DDrawing_Gradient)
  LinearGradient (0,0,0,16)
  Box(0,0,32,8)
  FrontColor(0)
  BackColor(clinker_color)
  Box(0,8,32,8)
  StopDrawing()
EndProcedure

Procedure display_and_rotate_sprite(sprite,x,y,angle)
  RotateSprite(sprite,angle,#PB_Relative)
  DisplaySprite(sprite,x,y) 
EndProcedure

Procedure timer_events()
  Select EventTimer()
    Case 1
      timer_event_1=1
    Case 2
      If stepp<stepp_1 
        stepp+1
        go_x=stepp : go_y=stepp
      EndIf
  EndSelect
EndProcedure

Macro collision_rotor(rotor,divisor,add_count)
  If SpriteCollision(rotor,win_x divisor -16,20,#ball,ball_x,ball_y) 
    If ball_x>win_x divisor
      go_x=stepp 
    Else
      go_x=-stepp 
    EndIf
    count+add_count
    play_sound(2)
  EndIf
EndMacro

OpenWindow(0,0,0,win_x,win_y,"Breakout - created & © Werner Albus - "+copyright$+" - Free distribution is allowed - Fee-based distribution prohibited - Quiet With ESC  - v"+version$,#PB_Window_SystemMenu | #PB_Window_ScreenCentered)

If InitSprite()=0 Or InitKeyboard()=0 Or OpenWindowedScreen(WindowID(0),0,0,win_x,win_y,0,0,0,#PB_Screen_WaitSynchronization)=0
  MessageRequester("Error","Can´t init Spritesystem",0)
  End
EndIf

AddWindowTimer(0,1,animation_speed) ; Handbrake for very quickly Computer´s:-)
AddWindowTimer(0,2,40) ; Accelerate Speed on Start - is this value bigger, stepp_0 must reduce
BindEvent(#PB_Event_Timer, @timer_events())

OpenWindowedScreen(WindowID(0),0,0,win_x,win_y)
ExamineKeyboard()

Gosub init_sprites

Repeat ; Main Loop
  
  If WaitWindowEvent(1)=#PB_Event_CloseWindow : End : EndIf
  
  If timer_event_1 ; Wait for Timer
    timer_event_1=0
    FlipBuffers() : ClearScreen(0)
    StartDrawing(ScreenOutput())
    DrawText(4,16,Str(count))
    StopDrawing()
    
    For i=5 To max_balls_1-15 Step 15 : DisplaySprite(#ball,i,7) : Next i ; Show available Ball´s
    
    clinker_1=0
    For ii=0 To clinker Step 30
      For i=4 To win_x Step 40
        ExamineMouse()
        mouse_x=MouseX()-racket_width>>1            ; - a half Racket width
        
        DisplaySprite(#ball,ball_x,ball_y)          ; Show Ball
              
        DisplaySprite(#black_racket,mouse_x+5,win_y-23) ; Show black Background Racket 
        
        If racket_moving
          DisplaySprite(#racket_1,mouse_x,win_y-30) ; Show Racket 1 - Racket is moving
        Else
          DisplaySprite(#racket_0,mouse_x,win_y-30) ; Show Racket 0 - Racket standing still
        EndIf   
        
        If SpriteCollision(#racket_0,Mouse_x,win_y-30,#ball,ball_x,ball_y) ; Racket to Ball Collision
          play_sound(0) ; "Beep" Sound 0
          go_y=-stepp
          If racket_moving ; Racket is moving
            Select racket_moving
              Case 1 ; Racket moves to right
                If ball_x-mouse_x>racket_width>>1
                  go_x=stepp
                Else
                  go_x=stepp>>1
                EndIf
              Case -1 ; Racket moves to left
                If ball_x-mouse_x>racket_width>>1
                  go_x=-stepp>>1
                Else
                  go_x=-stepp
                EndIf
            EndSelect
          Else ; Racket is not moving
            If ball_x-mouse_x>-6 And ball_x-mouse_x<6 ; Racket Edge left Collision
              go_x=-stepp
            ElseIf ball_x-mouse_x>racket_width-6 And ball_x-mouse_x<racket_width ; Racket Edge right Collision
              go_x=stepp
            EndIf
          EndIf
        EndIf
        
        If SpriteCollision(iii,i,50+ii,#ball,ball_x,ball_y) ; --- Collision Clinker´s -----
          If clinker(iii,0)
            go_y=-go_y
            play_sound(2) ; "Beep" Sound 2
            StartDrawing(SpriteOutput(iii))
            Select Point(0,8)
              Case $7F00   : count+1
              Case $7F7F   : count+2
              Case $7F5F00 : count+3
              Case $7F     : count+4
            EndSelect
            StopDrawing()
          EndIf
          
          If ball_x-i<17 ; 16 = a half Clinker width
            RotateSprite(iii,-10,#PB_Relative) : clinker(iii,1)-10
          Else
            RotateSprite(iii,10,#PB_Relative) : clinker(iii,1)+10
          EndIf
          
          If Abs(clinker(iii,1))>30 ; Tilting Angle max
            clinker(iii,0)=0
          Else
            Select Abs(clinker(iii,1)) ; Re coloring Clinker´s
              Case 10 : coloring_clinker(iii,$FFFF)
              Case 20 : coloring_clinker(iii,$FFBF00)
              Case 30 : coloring_clinker(iii,$FF)
              Default : coloring_clinker(iii,$FF00)
            EndSelect
          EndIf
        EndIf ; ------------------------- Collision Clinker´s ----------------------------
        
        If clinker(iii,0) : clinker_1+1 : DisplaySprite(iii,i,50+ii) : EndIf ; Show active Clinker´s
        
        iii+1
      Next i
    Next ii
    
    display_and_rotate_sprite(#rotor_1,win_x>>2-16,20,9)           ; Show Rotor 1
    display_and_rotate_sprite(#rotor_2,win_x>>1-16,20,15)          ; Show Rotor 2
    display_and_rotate_sprite(#rotor_2,win_x>>1-16,20,90)          ; Show Rotor 2
    display_and_rotate_sprite(#rotor_3,win_x/1.3-16,20,-9)         ; Show Rotor 3
    display_and_rotate_sprite(#millstone_left,win_x>>1-32,280,-5)  ; Show Millstone left
    display_and_rotate_sprite(#millstone_right,win_x>>1,280,5)     ; Show Millstone right
    display_and_rotate_sprite(#speedpoint_left,win_x-1000,280,-45) ; Show Speed point left
    display_and_rotate_sprite(#speedpoint_left,win_x-1000,280,-90) ; Show Speed point left
    display_and_rotate_sprite(#speedpoint_right,win_x-232,280,45)  ; Show Speed point right
    display_and_rotate_sprite(#speedpoint_right,win_x-232,280,90)  ; Show Speed point right
    
    collision_rotor(#rotor_1,>>2,3)  ; Collision Rotor 1
    collision_rotor(#rotor_2,>>1,4)  ; Collision Rotor 2
    collision_rotor(#rotor_3,/1.3,3) ; Collision Rotor 3
    
    If SpriteCollision(#millstone_left,win_x>>1-32,280,#ball,ball_x,ball_y)    ; Collision Millstone left
      count+2 : go_x=-stepp : play_sound(2)
    ElseIf SpriteCollision(#millstone_right,win_x>>1,280,#ball,ball_x,ball_y) ; Collision Millstone right
      count+2 : go_x=stepp : play_sound(2)
    EndIf
    
    If (SpriteCollision(#speedpoint_left,win_x-1000,280,#ball,ball_x,ball_y) Or SpriteCollision(#speedpoint_right,win_x-232,280,#ball,ball_x,ball_y)) ; Collision Speed Point´s
      If wait_for_speed_up>50               ; Wait for Speed up
        wait_for_speed_up=0
        If speed_up
          stepp=stepp_old                   ; Speed down to default
        Else
          stepp_old=stepp : stepp+stepp/3   ; Speed up
        EndIf
        If speed_up
          count+4
          coloring_clinker(#speedpoint_left,$FFBF00)  ; Coloring Speed Point 1
          coloring_clinker(#speedpoint_right,$FFBF00) ; Coloring Speed Point 2
        Else
          count+3
          coloring_clinker(#speedpoint_left,$FF)      ; Coloring Speed Point 1
          coloring_clinker(#speedpoint_right,$FF)     ; Coloring Speed Point 2
        EndIf
        speed_up=~speed_up
        play_sound(2)
      EndIf
    EndIf
    wait_for_speed_up+1 ; Slowly speed up the Ball
    
    ;If ball_y>win_y : go_y=-go_y : EndIf ; Demo mode for Test´s
    
    If Not clinker_1 Or ball_y>win_y+25; Next Level or exit
      If ball_y>win_y+25  ; Ball is exit
        max_balls_1-15
        If max_balls_1<15 ; Ball´s done
          play_sound(1)   ; "Beep" Sound 1
          StartDrawing(ScreenOutput())
          Box(0,240,win_x,win_y-240,0)  ; Delete Artefakt´s
          DrawingFont(FontID(0))
          DrawText(win_x/2-TextWidth(copyright$)/2,10,copyright$) ; Copyright Text - removing prohibited
          DrawingFont(#PB_Default)
          StopDrawing()
          FlipBuffers()
          ReleaseMouse(1)
          If MessageRequester("Again ?","Score : "+Str(count),#PB_MessageRequester_YesNo) = #PB_MessageRequester_Yes
            RunProgram(ProgramFilename())
          EndIf
          End
        EndIf
      EndIf
      
      iii=0 : ball_x=0 : ball_y=ball_y_1 : stepp=0 : speed_up=0
      
      coloring_clinker(#speedpoint_left,$FFBF00)  ; Re coloring Speed Point 1
      coloring_clinker(#speedpoint_right,$FFBF00) ; Re coloring Speed Point 2
      
      If Not clinker_1 ; Next Level, add Speed
        stepp_1+1
        If stepp_1>max_levels
          stepp_1=max_levels
        EndIf
        If speed_up
          stepp=stepp_old
        EndIf
        Gosub init_sprites
      EndIf
    EndIf
    
    If Random(10)>9 ; Breaking the symmetric Ball moving - angry:-)
      ball_x+Random(1) : ball_y+Random(1)
    EndIf
    
    ball_x+go_x : ball_y+go_y
    If ball_x>win_x-6 : go_x=-stepp : EndIf
    If ball_x<0       : go_x=stepp  : EndIf
    If ball_y<0       : go_y=stepp  : EndIf
    
    swapping=~swapping ; --------- Analyse moving Racket -----------
    If swapping : moving_a=mouse_x : Else :moving_b=mouse_x :EndIf
    If moving_a=moving_b
      racket_pos=mouse_x 
      racket_moving=0    ; Racket moves not
    Else
      If mouse_x>racket_pos
        racket_moving=1  ; Racket moves to right
      ElseIf mouse_x<racket_pos
        racket_moving=-1 ; Racket moves to left
      EndIf
    EndIf ; -------------------------------------------------------
    
    If iii>29 : iii=0 : EndIf
    ExamineKeyboard() ; Bye with Escape
    If KeyboardPushed(#PB_Key_Escape)
      End
    EndIf
  EndIf ; Wait for Timer
ForEver ; Repeat the Main Loop

;-------------------- Subroutine init Sprites ----------------------
init_sprites:
play_sound(1) ; "Beep" Sound 1

For i=0 To clinker
  CreateSprite(i,32,16) ; Create Clinker´s
  coloring_clinker(i,$FF00)
  RotateSprite(i,180,#PB_Absolute)
  clinker(i,0)=1 ; Clinker´s on
Next i

CopySprite(0,#rotor_1)                         ; Create Rotor 1
CopySprite(0,#rotor_2)                         ; Create Rotor 2
coloring_clinker(#rotor_1,$FFBF00)             ; Coloring Rotor 1
coloring_clinker(#rotor_2,$FF)                 ; Coloring Rotor 2 
CopySprite(#rotor_1,#rotor_3)                  ; Create Rotor 3 
CreateSprite(#millstone_left,32,16)            ; Create Millstone left
coloring_clinker(#millstone_left,$FFFF)        ; Coloring Millstone left
CopySprite(#millstone_left,#millstone_right)   ; Create Millstone right
CopySprite(#rotor_1,#speedpoint_left)          ; Create Speed Point left
CopySprite(#rotor_1,#speedpoint_right)         ; Create Speed Point right
CreateSprite(#racket_0,racket_width,10)        ; Create Racket 0 - standing still
CreateSprite(#ball,7,7)                        ; Create Ball
CreateSprite(#black_racket,racket_width-10,10) ; Create black Racket - Background for Highspeed
SpriteQuality (#PB_Sprite_BilinearFiltering)   ; Show High Quality Sprites
StartDrawing(SpriteOutput(#ball))              ; Coloring Ball
Circle(3,3,3,-1)
StopDrawing()

StartDrawing(SpriteOutput(#racket_0))          ; Coloring Racket 0
Box(0,0,5,10,$00D7FF)
Box(racket_width-5,0,5,10,$00D7FF)
Box(5,0,racket_width-10,7,-1)
DrawingMode(#PB_2DDrawing_Gradient)
LinearGradient (0,0,0,3)
Box(5,4,racket_width-10,4)
FrontColor($00D7FF)
Box(5,4,racket_width-10,4)
StopDrawing()

CopySprite(#racket_0,#racket_1)               ; Create Racket 1 - moving

StartDrawing(SpriteOutput(#racket_1))         ; Re-coloring Racket 1 Edges for moving Racket
Box(0,0,5,10,$45FF)
Box(racket_width-5,0,5,10,$45FF)
StopDrawing()

ExamineMouse()
MouseLocate(win_x/2,win_y/2)                  ; Set Racket to Start Point
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TI-994A
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Re: i did not undestand how works sprite 2D movement

Post by TI-994A »

skinkairewalker wrote:when i debug my application by dome reason , App stop working...
Oversight on my part; totally missed the WindowEvent() function in the event loop.

Image

Thanks for pointing that out, Danilo. :D
Texas Instruments TI-99/4A Home Computer: the first home computer with a 16bit processor, crammed into an 8bit architecture. Great hardware - Poor design - Wonderful BASIC engine. And it could talk too!
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